Hi Guys,Yipeeee, I may be in too. Only saw this post a couple of days ago so a bit of catching up to do, have written a few 2D Java games using GTGE, contemplated using this (and changing graphics of existing games), but thats cheating really, instead have opted to use JME for me first 3D game.

Have started coding tonight, hopefully may get somthing ready & playable on time as time is tight and not too familiar with JME engine... Its 'hopefully' going to be a 3D platform game (inspired by Kevs Martian Madness which I thought was excellent). As usual, will just make it up as I go along...

As it turns out, I might not be able to participate. I'm getting less time as I'm starting school, and thus I want to focus on the 4k contest. Sorry about that (I had a really awesome idea for a multiplayer battle game, that I was going to make together with laundon).

It plays really smoothly. I like that a lot. I could see myself getting into this game.

But as an avid shmup player myself, there's some shmup no-nos you've done I'm afraid...

background is too busy, distracts from the enemies and makes it hard to see where your bullets are. Look at most shooters, the backgrounds are muted, simple and sometimes completely barren with just decorations on the fringes (think Gradius). In manic shooters, the priority is seeing things that can hit you and seeing your own bullets, which is why they are often a bright neon color.

Why does he throw the spikeys at different levels? I couldn't figure out what determined how he'd throw it.

The enemies come too fast for the rate he throws the spikes. Either increase the throw rate or decrease the enemy speed (again look at shooters, a shmup like R-Type, the bullets are slow but so are the enemies, a shmup like Dodonpachi, things are fast as hell, but your ship and bullets are too to compensate)

But I think you've got a really cool idea on your hands, I'll keep my eye on this one

EDIT: and a minor nitpick, I'd prefer the fire button be on the keyboard.

looks pretty nice! I'm actually using the same foreground for scrolling (yoshi's island just has some of the coolest artwork!). since it's not done yet, I would maybe reduce 1 or 2 layers of that parallax scrolling so its a little easier to see what we're aiming at

Regretably I struggled with the collision detection on my 3D game,, so not a chance of getting it complete in time... After playing some of the other game submitted in the comp figured I didnt have a chance anyway but was fun anyway.. Sorry,, tried hard..

fantastic! i've played both Markus' super mario and Kevglass' Shrooms - both excellent!Markus, I can't believe you did that in 2 days!! It's brilliant - had me hooked for hours!Kevglass - the editor makes Shrooms really addictive! found one level too tough so then sat and created a few of my own.

java-gaming.org is not responsible for the content posted by its members, including references to external websites,
and other references that may or may not have a relation with our primarily
gaming and game production oriented community.
inquiries and complaints can be sent via email to the info‑account of the
company managing the website of java‑gaming.org